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Old 10-30-13, 10:12 PM   #1
Armistead
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Quote:
Originally Posted by Eesocks View Post
Since returnig to the game I seen several merchants that haven't detected me change curse. Sometimes by just a few degrees while rounding a headland, others by around 90 degrees, but this one started weaving from side to side after speeding up staying on the same general heading.



There are quite a few merchants with searchlights now, could be in TMO,not sure though. And I'm reasonably sure it was a mechant,my sonar man said it was,and from the silhouette it looked a quite large ship,something like a Nagara Maru, I can''t be 100% sure though.

I made a no searchlight mod for Bubble, removes searchlight from merchants and large capital ships. He would probably send it to you. I never quite finished my night surface env, just tweak nights and AI so you can better pull off night attacks. Bubble uses it and likes it ok, but hopefully I can finish it. Think I included night env and no searchlights in one mod. I think I have it if you want to try it..
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Old 10-31-13, 10:40 AM   #2
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For those wanting to know what it is like at sea in real life. It is dark. Saying that once your eyes adjust you see much more than you think you could otherwise. Part of my duty at sea while I was in the Navy was forward and aft look out. I didn't like missing sleep but I did love being alone in the dark with nothing around but open water.

On a moon lit night you can see for miles. If you have clear skies you can see the bright glow of the center of the galaxy we live in with the naked eye. A submarine would have been easily spotted by a look out but only if certain conditions were right. Of course is there a moon? In the field of view does the boat pass in front of the moon reflection in the water? Is there phosphorus in the water? If so the wake itself will create light that can be seen.

On a moonless night pretty much the best you can do visually is hope to get a silhouette on the horizon where the star field can highlight the background. A moonless surface attack could get a submarine extremely close but if they come in too fast wake can give away the position especially if there is phosphorous present.

During stormy weather ... well it simply depends on the weather. I have seen it stormy at night where visibility might have been 100 feet at best. I think the worst day storm or fog condition I saw put visibility at 100-200 yards. I have seen it blow 60knot winds so it was raining sideways but the sea perfectly calm and I have seen 12-20 foot seas with a bright sunny sky. Take every possible weather condition and throw them in a bag and pull out two and I bet you that you can see them happen at sea at the same time.

Sure we had radar but we still held manned lookouts. I found it to be a fun job and during the 4-8 watch there is nothing that beats those open ocean sunsets and sunrises.
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Old 11-08-13, 08:16 AM   #3
Bilge_Rat
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I had another frustating experience with TMO. I tracked a lone merchant at night, had a perfect setup, raised my scope at 2,000 meters for a final check. The ship instantly spotted my scope and started taking evasive action.

Anyway, digging through the AI files, I think I found the problem. RFB and the stock game have a detection threshold of 120 seconds, which as I understand it means that even when all the conditions are present for the AI to spot you, it takes an initial 2 minutes before the AI reacts. In TMO, this time is reduced to 0.5 seconds, so the AI spots you instantly. The TMO "easier AI" mod has the same issue.

I am going to bump up the detection threshold back to 120 seconds and test it out.
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Old 11-08-13, 08:38 AM   #4
Dread Knot
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Originally Posted by Bilge_Rat View Post
I am going to bump up the detection threshold back to 120 seconds and test it out.
Interesting. Let us know the results.
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Old 11-08-13, 09:54 AM   #5
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false alarm, turns out stock uses a detection time of 0.5 as well:

http://www.subsim.com/radioroom/showthread.php?t=111395

Based on my reading of the (visual) settings in the SIM.cfg file, the AI should not spot the periscope at all ?!?

Quote:

Quote:
[Visual]
Detection time=0.5
Sensitivity=0.01
Fog factor=1.0
Light factor=1.0
Waves factor=1.0
Enemy surface factor=400
Enemy speed factor=15
[Visual]


- Think of the AI as a traffic cop. To get a ticket, you must be in violation of certain rules. Likewise, for visual detection to occur, you must be in violation of certain parameters.

- speed factor in this case means that you must be doing 15 kts or more for the AI to notice you.

- Surface factor means how much surface area of your sub you must be presenting to the AI in order for him to notice you.

- Ive long suspected that for visual detection to occur, you must be breaking both of the above listed paremeters to get a response, but ive not conclusvly proved that. Its either A, or B, or All of the above, im not 100% positve.

- detection time. You must be exceeding the surface and speed factors for this amount of time to illiicet a response.

- Fog/light/wave factors. Think of them as enviormental dampeners, or how much the enviorment handicaps the AI. Smaller the number the less the handycap, the larger the number, the more the handycap.




there must be another setting that controls it.
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Old 11-08-13, 07:01 PM   #6
Eesocks
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Seems like the Mechants are better at detecting you than the IJN.

I contacted a group of heavy cruisers just south of Truk on Nov 3rd 1943 and after a 2 day chase that ended in the Bismark sea I'd managed to sink 5 of them,and didnt get detected by any of them until after I'd carried out my attack even though the 1st attack was in daylight with light fog and was around 1000 yds from the nearest one.

Later in the patrol I found an unescorted convoy of 6 Merchants in the Bismark sea. Easy pickings I thought, how wrong I was! Although it was similar conditions and my attack strategy was the same I couldn't get within 2000 yds before they detected me. Doesn't make sense sometimes.

I'm not complaining though, 5 Heavy Cruisers in one encounter is the stuff dreams are made of.

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Old 11-08-13, 07:53 PM   #7
Bubblehead1980
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Quote:
Originally Posted by Bilge_Rat View Post
false alarm, turns out stock uses a detection time of 0.5 as well:

http://www.subsim.com/radioroom/showthread.php?t=111395

Based on my reading of the (visual) settings in the SIM.cfg file, the AI should not spot the periscope at all ?!?



there must be another setting that controls it.
PM me your email, I will send you the .cfg I use along with some other visual mods, should help you get what you are seeking.
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Old 11-09-13, 02:32 AM   #8
TorpX
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Quote:
Originally Posted by Bilge_Rat View Post
I had another frustating experience with TMO. I tracked a lone merchant at night, had a perfect setup, raised my scope at 2,000 meters for a final check. The ship instantly spotted my scope and started taking evasive action.
Is it possible he didn't see you, but heard you?
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